War for Draenor

This is a project I've been working on for some time now. It has gone through several remakes and complete changes to the consept of the map untill the version which I plan on to stand by.

Consept​

The maps focus is the war between orcs,draenei and other races on Draenor. There will be 12 factions - 7 orc clans, 2 draenei factions, ogres, arakkoa and Burning Legion. The base of game is build on Azeroth Wars, just on Draenor and being more event driven.

Factions
(Beware of gramatical mistakes and typos)​

Blackrock Clan

The Blackrock clans main goal is to conquer all of Gorgrond and than quickly move it's forces down south to burn down the draenei city of Shattrath. Blackrock's combine strong melee units and siege weapons. Depanding on paths chosen you can make Blackrock the leading clan of the Horde that will burn Draenor in fires of industry, or abandon the Horde and return to ancestors and traditions.

-Blackrock starts of with two heroes: Blackhand and Orgrim Doomhammer
-Two main bases: Blackhand's Stronghold and Doomhammer Hold
-Two main paths aviable dividing into sub-paths later

Back to Ancestors
-Unallies withh all clans exept for Frostwolf
-Unallies Frostwolves with other orc clans
-New base Blackrock Harbour in Frostfire Ridge
-New shaman units
-All Bonechewer villages will go to Blackrock
-Possible to offer alliance to Warsong if they went Path of Mag'har
-If allied with Warsong, Blackrock gets Doomhammer's Stand in Nagrand
-Possible to summon new hero: One of Elemental Lords

The tample of Karabor is home to Prophet Velen, the leader of draenei race. The tample is center of the entire draenei culture and stands as the last bastion of Light in these times of darkness. Your task is to protect your people no matter the cost untill you find a way to escape from fury of the Horde. Karabor combines powerfull caster units with strong infantry units.

-Karabor starts off with two heroes: Prophet Velen and Exarch Akama
-One main base: Tample of Karabor and several small villages in Shadowmoon Valley
-If Auchindon chooses any other path than "City of Light", Karabor automatically gets Shattrath City
-Paths for Karabor are in development

Light of Naaru
-Karabor gets new hero: Yrel
-Caster units get buffed
-Oshu'gun is opened
-Karabor gets small base in Oshu'gun
-Karabor can get new hero: K'ure

Last Hope
-All buildings will be lost
-Karabor looses Akama
-New base: Exodar (heavily damaged, player will have to repair it)
-New hero: Yrel
-All draenei will be hidden on small island
-If Exodar is repaired Velen can escape Draenor
-POSSIBLE: After 10 minutes Exodar returns with Alliance expedition gainign new heroes and units (may be removed in final version)

Auchindon is an aincent tomb where draenei were burrying their dead for centuries. As auchindon you combine caster and ranged units in more defensive strategy. You either support Karabor in it's effort to save draenei people or turn your back and find your own way.

-Auchindon starts of with one hero: Exarch Maladaar
-One base: Auchindon
-Paths in development

Isolation
-All entrances to Auchindon will be closed
-Maladaar gets +2lvls
-Auchindon catacombs opened
-New possible hero D'ore
-Once D'ore gained a secret passage will be opened
-Karabor will get Shattrath City

Darkness Within-Entire path might get reworked
-Unallies with Karabor
-All units and heroes get transformed
-Auchindon catacombs get opened
-Possibility to get darkened D'ore as hero
-Possibilty to ally with Legion

Shadowmoon Clan

As Shadowmoon you lead the assault of Karabor which is right next to you. The Horde looks down upon you, thinking your leader Ner'Zhul is too fixxed on traditions, you must prove them that traditions are enough to destroy the draenei or turn away from the old ways and seek powers beyond. Shadowmoon uses mainly strong caster units.

-Starts of with one hero: Ner'Zhul
-One base: Shadowmoon Hold and few small villages
-Paths in development

The Old Ways
-Ner'Zhul gets +2lvls
-New hero: Orbis
-New camp in Nagrand
-Caster units get buffed
-Later possibility to leave the Horde and join the Mag'Har/Doomhammer and Frostwolves.

The strange nation of Arakkoa lives in clouds of Spires of Arakk, here they are forced to face their main enemy - the Shattered Hand clan and also their own kind. As Arakkoa you can either fight orcs on your own or seek allies beyond, or you can look down from the sky and follow much darker path.

Bleeding Hollow is a powerfull clan living in Tanan Jungle. You are the only faction in this location so you should take advantage of it. Conquer the Jungle and than lead the assault of Talador. Bleeding hollow uses powerfull melee units.

As Stormreavers you are surrounded by enemies, the whole Horde turned on you after descovering you work for the demonic Burning Legion. The Legion very much relies on you as for a long time you will be the main instrument of their wrath untill they manage to open a gateway into Draenor. Even though you start with many enemies, over time many might turn to you seeking help.

-Stormreavers start of with two heroes: Gul'Dan and Teron Gorefiend
-One base: Stormreaver Hold hidden on island near Shadowmoon Valley
-Paths in development

As Frostwolf you start in middle of fight against Ogres serving the gronn Gruul. Crush the ogres and take over entire Frostfire Ridge and than turn towards Talador and aid the rest of Horde in siege of Shattrath. You can follow this path or turn away from Horde and return back to old traditions. Frostwolves have strong cavalary.

Back to Traditions
-Unallies with all other factions
-Drek'Thar gets +2lvls
-New caster units
-Caster units get buffed
-Possibility to ally with Doomhammer and Mag'har
-Possibility to ally with Draenei
-Possibility to seal the entrance to Frostfire Ridge

Shattered Hand Clan

As Shattered Hand you start weaker than others. You need to quickly group your forces and destroy the Arakkoa, once you control Spires of Arak you can move on to Talador and attack Auchindon or aid Warsong in fight against ogres. Or you can turn away from the skies and seek power deep underground.

You play as powerfull ogres, you have no allies but you don't need any allies, you can smash all of your enemies by streangth of your army. You start with multiple bases in Nagrand and Frostfire Ridge by that you're forced to fight a war with orcs on two fronts. You can choose to stay with the tyranicall Gronn's and abandon Nagrand focusing your forces in Frostfire Ridge or you can choose to leave the gronn's and join the powerfull Highmaul Empire, or if all possibilites fail you can seek help beyond.

Might of Gruul
-Gruul gets +2lvls
-Ogres loose bases in Nagrand they go to neutral and creeps spawn in them
-New forces spawn in Bladespire
-New units: gronns and garns
-Possibility to get new hero when defeating Frostwolves

Twilight's Hammer
-Ogres loose all their bases and heroes, they go to neutral and creeps spawn inside
-Ogres get new base in Nagrand
-New units
-New hero: Cho'Gall
-Possibility to conquer Highmaul and get special units
-Possibility to ally with Stormreavers

Burning Legion

The Burning Legion has been seeking the draenei for ages and now they finally tracked them to world of Draenor. You have them cornered and you mustn't allow them to escape. At start you are very limited with your possibilities with only few abilities with which you can send lesser demons to aid the Stormreavers, you will have to choose to follow plan of one leader of the Legion so you can wipe out those who you hate so much.

Warsong is powerfull orc clan, you embody the fury and streangth of the Horde. First crush pathetic Ogres and take over Nagrand, then you can turn your attention towards Talador and start siege of Auchindon or attack Shattrath. Or you can leave the Horde and join the Mag'har returning back to traditions. As Warsong you rule by powerfull cavalary.

Hopefully I listed out everything I wanted, I kinda got lost when writing down the paths. I'm interested in any suggestions and feedback. As you can see some parts of the paths are missing or might be reworked but I mostly stand by what is written here.
Also this project is beyond one man so if there's anyone willing to help I will gladly accept when you PM me.

I could be well moved if I were as you;
If I could pray to move, prayers would move me:
But I am constant as the northern star,
Of whose true-fixed and resting quality
There is no fellow in the firmament.
The skies are painted with unnumbered sparks.
They are all fire and every one doth shine;
But there’s but one in all doth hold his place:
So in the world. 'Tis furnished well with men,
And men are flesh and blood, and apprehensive,
Yet in the number I do know but one
That unassailable holds on his rank,
Unshaked of motion. And that I am he...

Right that might be a problem but for now I think I want to stick to the way the orc clans are done.

Stormreavers are against Horde from the start and most of the clans have paths that lead in them leaving the Horde/joining the Legion/allying with draenei or other factions. The ones I'm personally affraid of and might consider reworking are the arakkoa who have very limited paths and most of them leave them going solo against everyone.

Right that might be a problem but for now I think I want to stick to the way the orc clans are done.

Stormreavers are against Horde from the start and most of the clans have paths that lead in them leaving the Horde/joining the Legion/allying with draenei or other factions. The ones I'm personally affraid of and might consider reworking are the arakkoa who have very limited paths and most of them leave them going solo against everyone.

Click to expand...

Fair enough, if Stormreavers start against them it looks a bit better

Today is the day you all lose, Before you even face the thirteen, every last one of you will be torn heart from body. But fear not, the Keyblade will still be forged​

you can give a few screenshots, I think that the Nathrezim n the service of the Ner'zhul(necromancer) somehow did not really like because Ner'zhul hated legion when he was alive and dead

Click to expand...

Well I based this path more on the things Ner'Zhul goes through in novel Beyond the Dark Portal. Ner'Zhul speaks of having visions of death so I figured out that in this path his people fall and he's forced to escape and in his exile the feeling of guilt brings these visions to him and they turn him mad. Later it is revealed that it wasn't feeling of guilt but a nathrezim that corrupted Ner'Zhul.

When it comes to screenshots there's nothing to be seen so far, i have just models and skins, some units and heroes and I'm playing with abbilities. I want to set up this stuff before the terrain (mostly because I'm not that good at terraining so I'm trying to avoid it for now)

Well I based this path more on the things Ner'Zhul goes through in novel Beyond the Dark Portal. Ner'Zhul speaks of having visions of death so I figured out that in this path his people fall and he's forced to escape and in his exile the feeling of guilt brings these visions to him and they turn him mad. Later it is revealed that it wasn't feeling of guilt but a nathrezim that corrupted Ner'Zhul.

When it comes to screenshots there's nothing to be seen so far, i have just models and skins, some units and heroes and I'm playing with abbilities. I want to set up this stuff before the terrain (mostly because I'm not that good at terraining so I'm trying to avoid it for now)

Click to expand...

Well he has seen his dead wife (That was KJ manipulating him) But what if this path allies him with Legion as soon as its researched and if Nerzhul dies he will be turned into armor and Frostmourne (And he can corrupt some dreanei or orc and become his vessel or champion it's mostly what if scenario) Other than that what if he kills entire clan for the burning Legion and get demons and he would power up the Legion (Get Tichondrius,Malganis for example since u want nathrezim)